Stuff disappearing after port in GECK

Post » Sat May 28, 2011 5:54 pm

Hey there guys,

So I read a guide on how to port my own mod from FO3 to F:NV, and I have encountered a problem. My mod requires BrokenSteel and Fallout3.esm, and I changed Fallout3.esm to FalloutNV.esm and deleted the BrokenSteel.esm (as the guide told me to do that) and then I could open up my mod in the GECK, with 80% of my cell intact. There are some missing parts though, and the problem is that I am unable to replace them, because there is a 'invisible black hole' there, whenever I drag a rusty vault piece into the missing area (to try to rebuild the missing area) the rusty vault piece suddenly and immediately disappears..

Anybody has any idea what is going on? I hope you guys understand my problem, else I'll have to take some screenshots.

Thanks for any help and input!
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Latisha Fry
 
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Post » Sat May 28, 2011 7:18 pm

Sounds like GECK is still trying to call for your old pieces. A screen shot or two might be useful. I have a feeling you didn't get rid of all the links to Fallout 3.
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Taylah Illies
 
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Post » Sat May 28, 2011 8:31 pm

Did you have any room portals or multibounds in your cell? Multibounds have an issue in the NV geck that make them hide things when they shouldnt. This would make sense, so as soon as you move in the replacement object, its in the roombound and ceases to render. Theres a setting you change in one of the .ini files, but I cannot remember what it is. Can someone tell him what that is. It may very well be his issue.
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Avril Churchill
 
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Post » Sat May 28, 2011 6:42 am

Yea! I remember putting in room portals (wait, the purpose of room portals are to reduce lag right? Like, when you cant see the thing, the thing isnt rendered) If so, then yes i did put room portals....however i'll just take some screenshots to better illustrate my problem.
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Javaun Thompson
 
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Post » Sat May 28, 2011 2:20 pm

Yea! I remember putting in room portals (wait, the purpose of room portals are to reduce lag right? Like, when you cant see the thing, the thing isnt rendered) If so, then yes i did put room portals....however i'll just take some screenshots to better illustrate my problem.


The answer is in my own older thread, I had the Room issues, but its not just Multibound, its Room Marker's in general. And Yes, Room Markers and Room Portals make it that the game engine and system don't load that ENTIRE cell at once, just what ever Room the player is in, and the portals make it so you can see in to the next Room, without portals it looks as if the map just ends to nothingness.

What you have to do is find your GECKCustom.ini and change bUseMultibounds=1 to bUseMultibounds=0

If you have Vista or Windows 7 just click Start -> and in the search box just search up GECK, after it loads you should see a few GECK_____.ini files. Choose GECKCustom.ini

It should open the file in Notepad, if not do the search again but right click the file and open it in Notepad. In note pad press Ctr + F and search the file for bUseMultibounds and do what the instruction above say to do. That fixed my issue, it made anything in the Room Marker disappear, though I can't explain your "black void"... though I never ported my mod over, so it could be that simple fact, or GECK is being a loser, in which case save and try to load it again.
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Emma Louise Adams
 
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Post » Sat May 28, 2011 4:17 pm

Damn lag, this is accidentally a double post, sorry.
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Jeff Tingler
 
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Post » Sat May 28, 2011 5:31 am

OH MY GOD IT WORKED! My mod has been fully ported over (or so i think, i dont really care about the weapons i put it in, i only care about the cell), the cell is totally...restored. Thanks man!

Wheres the kudos button?

By the way why is there a 'warn status' button on my profile? What have i done?
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helliehexx
 
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Post » Sat May 28, 2011 5:28 am

OH MY GOD IT WORKED! My mod has been fully ported over (or so i think, i dont really care about the weapons i put it in, i only care about the cell), the cell is totally...restored. Thanks man!

Wheres the kudos button?


I can give you my PayPal Donations Link?? XD :foodndrink:

Just kidding! Glad it's working now though.

Edit: You haven't done anything wrong. When it starts filling up, then you've got a warning somewhere. You can't see anyone else's but I have an empty warn status too.
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carrie roche
 
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Post » Sat May 28, 2011 3:12 pm

Oh..haha great thanks for all the help!

Oh wait i have another problem..because of the port, my door is no longer connected to the capital wasteland, and hence I want to delete the exterior that I had modified while I created the mod last year (I edited the exterior to make the door fit in nicely with the rocks) and when i try to delete that no-longer needed cell, it simply says 'Can not delete the current cell'

And seriously, wheres the kudos button? =P

EDIT: There may be a very serious problem here....under the 'Cell View' window, why do i have a whole category dedicated to 'Wasteland'? I assume it means Capital Wasteland? How did my mod port over so many exterior cells of the capital wasteland.....when i open any of those 'wasteland' cells I do not see anything, however the navmeshes are still there..

EDIT EDIT: Ok i think that while i was editing the exterior, I unknowingly also ''touched'' into other ''coordinates'' of the map, hence the GECK recognises as though as I modified it, hence it ported over....I got the screenshot, how do I insert pictures? And how do i get rid of my mess?

Thanks for any help!
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Julie Serebrekoff
 
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Post » Sat May 28, 2011 8:42 pm

Edit: You haven't done anything wrong. When it starts filling up, then you've got a warning somewhere. You can't see anyone else's but I have an empty warn status too.


Yep, as Sentai said, we all have them it's just a way for the moderators to remind us to keep our A**'s in line. :facepalm:

cev
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john palmer
 
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Post » Sat May 28, 2011 11:58 am

Oh..haha great thanks for all the help!

Oh wait i have another problem..because of the port, my door is no longer connected to the capital wasteland, and hence I want to delete the exterior that I had modified while I created the mod last year (I edited the exterior to make the door fit in nicely with the rocks) and when i try to delete that no-longer needed cell, it simply says 'Can not delete the current cell'

And seriously, wheres the kudos button? =P



Hm... I have no idea. If you want to be a stickler and don't mind re porting it. Open up your mod in the F3GECK and delete EVERYTHING you find not in NV, should be fairly easy using Cell View. That way when you port it back, everything will just be gone instead of being pink, or errors, or black void boxes. You'll also go a step further purging "bad" codes. They're not really bad, but NV wont recognize anything from F3 without a bit of tweaking.
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An Lor
 
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Post » Sat May 28, 2011 8:22 pm

Try cleaning your mod (Port) with FNVedit, you can easily delete any of those un-needed, un-wanted cells with it. My best guess is those changes made it over because you didn't even know they existed. The would be called "Dirty edits". These need to be cleaned out if you want to have a stable mod.

If You need to the FNVedit manual look here. http://www.newvegasnexus.com/downloads/file.php?id=38413

cev
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Maeva
 
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Post » Sat May 28, 2011 3:54 pm

Try cleaning your mod (Port) with FNVedit, you can easily delete any of those un-needed, un-wanted cells with it. My best guess is those changes made it over because you didn't even know they existed. The would be called "Dirty edits". These need to be cleaned out if you want to have a stable mod.

If You need to the FNVedit manual look here. http://www.newvegasnexus.com/downloads/file.php?id=38413

cev


FNVEdit, thats the Cev way alright..

Personal Note to Cev... GET ON MSN YOU DOLT. /end personal message

Anyways yea, FNVEdit should work, it would prolly classify them as something invalid.

Before messing with FNVEdit also make a backup of your mod just in case.
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Sara Lee
 
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Post » Sat May 28, 2011 12:20 pm

Alright thanks guys, I went to 'worldspace' under FNVEdit and deleted the whole category of 'Wasteland' cells. :)

One more question! Why do I see so many large red boxes when I move around in the NVWasteland? Its called a 'collision box' what are those for?
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Kortniie Dumont
 
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Post » Sat May 28, 2011 7:33 pm

Alright thanks guys, I went to 'worldspace' under FNVEdit and deleted the whole category of 'Wasteland' cells. :)

One more question! Why do I see so many large red boxes when I move around in the NVWasteland? Its called a 'collision box' what are those for?



Those large red collision boxes are what keep you from escaping the map, climbing up into places you shouldn't be, or jumping over obstacles which the developers put in place in order to challenge you. Essentially, they're just big invisible walls.

If you're anything like me, and hate them... then go and look up Intrusive Invisible Wall Remover on the New Vegas Nexus.

You won't see many of those red boxes afterward.

The fewer, the better, as far as I'm concerned!
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Laura Mclean
 
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Post » Sat May 28, 2011 8:08 am

Ah, thank you, tannanbaum, the savior of BS2 children!
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Lauren Graves
 
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